[AUDIO LOGO] SPEAKER: Hello, and thanks
for joining this Unreal Engine tutorial. Today, we will be covering
some of the modeling features inside of Unreal Engine 5. The Modeling Mode
features a robust catalog of tools and actions. But we will be focusing on
some of the basic tools that can be used to edit your
Twinmotion model or imported geometry. This can be extremely
helpful for making edits while you are
creating your scene, without going back to the
original modeling solution. Today, we'll be focusing on
the Modeling editor, Material editor and creating
custom geometry. So let's dive in. To showcase this, I will
be using the demo scene from Twinmotion that I have
imported into Unreal Engine 5 using the Twinmotion to
Unreal Engine workflow. Now, to pull up
the Modeling Mode, I will go to the left-hand
side, where it says Select mode. I'll hit the dropdown here. And I'm going to
pull up Modeling. Two new windows will pop up. The left-hand window will be a
pallet with all of the tools. And the other panel will be
a Details box for each tool. You'll see in the pallet, we
have many different options, including Stairs, Mirror,
Pivot tools, Merging tools, and Material editors. If you'd like to learn more
about each of these tools, please visit the Modeling
Tools documentation for Unreal Engine. Now, to showcase
one of these tools, I'm going to go ahead and take a
look at the attributes section. And we're going to be
showcasing this Material Editor. So you'll notice that I'm
unable to select this icon. And that's because I
need to first select the geometry in the scene
that I'd like to edit. So you'll see that I've selected
this casework in the kitchen. So this all came
in as one object. But you'll see that it
has different materials. So those materials can be
found in the Details panel. We've got a couple of them here. But say I needed to Edit or
Update one of these planes. So, say this element
here should be wood. I can edit this by going
over to the Material Editor, selecting this tool, and
then, as I move my cursor into the scene, you'll see
that a brush size pops up, that I can then use to select
the triangles I'd like to edit. So I'll go ahead and
select each of these. Now, if this brush was
too large or too small, I could change the
size of the brush here. But this size worked
for the object at hand. So now I'm going to scroll down. And you'll see
some of the options that we have for
editing these materials. But I'm going to take a
look at the materials here. So you'll notice that these
materials, or index numbers, are aligned to the material
elements on the object. So in order to add
in a new one, I'm going to hit the Plus button
next to Array elements. So this is going to
add in a new element down at the bottom,
called Index 6. Now, let's go ahead
and apply this Index 6 to the geometry I have selected. In order to do that, I'm
going to scroll up to the top, go over to Active
material, and I'm going to select
the Element 6 here. Now, I'll go down, and I'm going
to assign the active material to that selected geometry. So now that material is
applied to that geometry. So as you can see,
all of the elements are reading as a
checkerboard UV. That's because this is
just in a working mode. As soon as I hit
Accept here, you'll see that all of the original
materials are applied, except for the new material
we created at the top. So if I scroll down to the
bottom on the right-hand side, you'll see that we have
this Element 6 here. So all we need to do is
apply a material here. If I wanted to apply a
material in the scene, I could find one by going
over to this Filter icon in the middle of the Content
Browser and selecting Material. So here, you'll see that
I have the materials inside of my Content folder. Now, if I wanted to use
one of the materials already on the object, I could
select the magnifying glass next to the element
I'm looking for and then drag and drop that
material into Element 6. So now you'll see that
the wood has been applied. So this can be extremely
helpful for working with your Twinmotion models
or imported geometry. But now, let's
take a look at how you could create
some custom geometry inside of Unreal Engine. So say we would like to add on
an element to this lake house, so maybe a shed or outdoor
shower here on the exterior. To do so, I'm going to
scroll up to the top, go over to Path
extrusion, and let's take a look at some
of the options we have here for creating a path. So I will be bringing
this in as a Static Mesh. But you see that you
also have the ability to bring it in as a Volume. Now, for the Width
mode, I know how thick I would like
the wall to be, so I'm going to
set this as Fixed and put the dimension here. It's going to be an
orthogonal shape, so I'll go ahead and
remove the rounded corners. And for the Extrude
mode, I'm also going to set this
to Fixed because I know the height that I want. Now, I can also set the
material if I'm aware of this. So I'll drag and drop that in. And then I'm going to
turn to the right here, and, you'll see the
grid is in the viewport. So I'm going to use the
gizmo here on the axis to move this around a bit. Now I'll start drafting out the
plan of the object I'm adding. So now, when I am done with
this line, I can double click and that Fixed path
width will be applied. If I click again, the Extrusion
height will also be applied. So now I can hit
Complete and you'll see that it was created at the
origin, which was below my deck here. So I can just bring that up. And now I'm going to bring
it over to the side here. Now it's a little short, so I
can increase the size of this by using the Transform tools
on the right-hand side. So here, I'm going to go over
to the Scale and select 2. Now, this is great for quickly
adding in different walls. But perhaps you want
to get a little more customized with our geometry. I'm going to use the same
tool, but use it in combination with some of the other
tools so that we can fully understand the robustness
of the Modeling tools. So in order to do that, I'll go
ahead and select Path Extrusion again. Let's play around with some
of these other features. So I'll have this
one be Interactive. I'll turn on the
Rounded corners. And I'm going to have this
one be Interactive as well. For the material, I'm
going to clear out by hitting the dropdown
and selecting Clear because I'm not sure what
material I want it to be just yet. So say I want to add in
a plastic molded chair here onto the deck, I'm
going to use this grid to create a profile
of that chair. So I'll go ahead and
start mocking it up. Once I'm done, you'll see that
the Interactive width is now enabled. So I can select the
width that I want. Now it's giving me the option
to control the rounded corners. So I'll click once
again to set that. Now we have that extrusion. I'll go ahead and
pick that extrusion by clicking my mouse once more. And then I'll hit Complete. Now I'm going to hit E on my
keyboard to rotate this around and W to raise it up. Now this is quite large. Let's go ahead and change the
scale in the Details panel. OK, so that's a little
more accurate here. Now, say we want to
soften the edges a bit. So this is kind of a
harsh transition here. So one thing that we can do is
add a bevel to the geometry. So I'm going to go over
to the left-hand side, I'll be looking for Poly edit. And I'm going to want to
select the edge of this group. So I'm going to go over
to the left-hand side and make sure that Select Edge
Loops and Select Edge Rings is turned on. So now I'll select those edges. And then I'm going
to hit Bevel here. And if I scroll in,
you'll see that we're getting a slight bevel
here on the edges. So I could increase
this here to 5. But I'm going to
turn this down to 2 because I want it to
just be a soft edge-- or maybe even 1. So there we go. Now, this is a
very subtle change. If I wanted this to be even
more rounded or organic looking, I could use additional tools
here in the Modeling tools. This time, I'm going to use
the Subdivision tool, which can be found underneath Poly Model. So I'll go ahead and
select Subdivision. And you'll see that it rounds
it out quite nice here. So I'll go ahead and hit Accept. But you'll see that the UVs
are not ideal for this object. Now, I can change this by going
over to the left-hand side, scrolling down to UVs,
selecting Project. And now I can select
what type of projection I would like to use. I can choose if I would like
these to be uniform or not. So I'll go ahead
and bump this up. I could rotate it or
scale it as needed. But I'll go ahead
and hit Accept here. OK, so that's
looking pretty nice. So now it just needs a material. So I'll scroll through,
find one that works for now, drag and drop it into the
scene, and there we go. So this is a very quick,
simple exploration of the Modeling tools. But I just wanted
to show you how you could start to combine
some of these elements to really push the boundaries
of your design inside of Unreal Engine without having to go back
to a original modeling solution if needed. Now, there are many,
many different tools here that you could use. And you also have the ability
to use Geometry scripting. So if you have a
workflow that you're using a lot to
build out designs, you could use Geometry
scripting tools to speed up that workflow. Now, I won't be covering
that in this tutorial but encourage you to look at
the Unreal Engine documentation to learn more. Thanks for joining
this tutorial.